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zylosan

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  1. I am running a new game and one of the character's is a thief. I am wondering how to give him interesting abilities beyond stealth or lock picking. The other players get to look forward to developing new powers and abilities as they level but as far as I can tell the rogue type classes basically just get better at their skills and their are really no special abilities associated with the skills.
  2. I generally run with Ammo counts and restrict the total number of clips and equipment that a character can carry. I generally allow two basic weapons with 3 clips of ammo each with the option to only carry one weapon but additional ammo. Resupply can be done at any "reasonable SM resupply point". Which means that most places simply don't carry SM issue gear or ammo and resupply is only done at special points. A SM strike cruiser will likely have as much ammo as needed but a Imperial guard forward base will have nothing. Allowing the KT to requestion a Ammo Dump or a supply drop is a good option that I had not thought of.
  3. It seems to me that your typical Heavy Xeno form (i.e. having several levels of unnatural toughness) has far more durabilitiy against your typical heavy weapon than due heavy vehicals, due to the fact that most heavy weapons rely on a high penetration to negate armor. Which is all well and good but bio-titans rely on their toughness to negate damage rather than a high armor (I think the highest a tyranid has is 12, with a TB of 21 or so). It does not seem to make much sense to me that a living creature would be more resistant to a Las-Cannon than a main battle tank. Plus most vehicals have far fewer wounds than do a bio-titan. The felling (X) quality helps but its very rare on published weapons. Thoughts and suggestions?
  4. It seems to me that your typical Heavy Xeno form (i.e. having several levels of unnatural toughness) has far more durabilitiy against your typical heavy weapon than due heavy vehicals, due to the fact that most heavy weapons rely on a high penetration to negate armor. Which is all well and good but bio-titans rely on their toughness to negate damage rather than a high armor (I think the highest a tyranid has is 12, with a TB of 21 or so). It does not seem to make much sense to me that a living creature would be more resistant to a Las-Cannon than a main battle tank. Plus most vehicals have far fewer wounds than do a bio-titan. The felling (X) quality helps but its very rare on published weapons. Thoughts and suggestions?
  5. I kind of got the impression from the OP that the group implanted the Iron Hands Cyber rather than his space marine organ implants. So the comments that about the amount of time it takes to become a SM after geneseed implanting is kind of missing the point. Luther was basically a cyborg killing machine. He lacked the geneseed implants of a normal SM. It was just that his implants brought him to a level of super human combat performance similar to that of the regular SM and he was made an honorary "Space Marine". That being said I would probably rule in the first place that you can't just take random implants and transport them from one person to another but various fluff makes it seem that that kind of thing is possible. However I think a more interesting option would be to allow the process to take to a degree. Give him the various cyber that the SM had that could reasonably be transplanted and some basic increase to a physical stats. (I would avoid increasing WS and BS as that more a matter of training.) This rewards the players for thier efforts but I would play up the fact that the ST lacks the hypno-indoctornization, training, and chapter culture of the other SM. The way many GM and Players portray SM characters results in pretty inhuman beings who are willing to accept things as common course that would horrify or massivly demorolize normal human beings. (even ones raised by the Imperium as ST.) This would be a good story opportunity for the GM to introduce a counter point to the assumptions that many players make about SM. I would play up the effects of contanstant war, tension, training, and lack of personal life have on the ST. Make him heroic but struggling with feelings of inferiourity and weakness compared to his new brothers. Than again you can always go with the fairly predicatble "he is tainted by chaos and mutates" option and just have the players wipe him out and write him off as yet more meat for their killing machine.
  6. Is it not kind of the nature of the warp that if enough people believe in a concept or idea that it is given form in the warp? Which would kind of imply that even if Mork and Gork where not real in the first place, that some kind of warp entity would develop from the worship.
  7. If the flamers are targeting two different archs of fire, than I think your house rule would be fair and realistic. If however the flamers are targeting the same area I would think that it would make it more difficult to avoid catching fire. Perhaps tell the player that your ruling stands for seperate areas but for a single area the targets take a -10 penatly to avoid catching fire.
  8. Thoughts and opions on how the typical DW team makes it from one star system to another. I generally assume that a team of initiated renown level DW operatives would be assigned a smalle transport or firgate as thier transport. However one of my players assumed that the squad would be using a strike cruiser with full teleport capabiliites. Supplement adventures transports run from hitching a ride on a near by Rogue Trader to dedicated strike ships so thats not much help. Do you think a team would have a dedicated transport or just what ever is close to hand? My Kill-Team will likely be doing some planet hopping as they chase down leads so I am inclidned to give them a dedicated transport (that can be upgraded during play as the team levels.) but I am unsure as to what to use as a baseline.
  9. Ork: As to haveing no social order. Chaos seems to corrupt everything it touches from plants to animals and sentient beings. Multiple races are mentioned through the varios supplements and fictions as being corrupted by the warp. Dark eldar do not worship the chaos gods but they are definently touched by its taint. Where the hell is the dark eldar planet? I thought it was in the eye of terror. But the impression I got was that most of the Eldar who where at the core of their civilization (the area that would become the eye terror) where destoryed during the eyes creation as massive amounts of warp energy exploded and consumed most everything. If the warp is an alternate dimension that is paralle to the material one, it would seem to make sense that it extends to the limits of the univese rather than just covering our galaxy. Speaking of the eldar extincition. Why the hell don't they use science or warp craft to boost their reporduciton rate? As they are highly proficent at both.
  10. Thank you nikollo for the effort and the explanation. While all might not agree with it at least its internally consistant and provides a framework for understaning. Feel free to expand on the general naturel of the warp and other things you mentioned, or even better post or send me a link to what you have already posted. But sense we are exponding on the general nature of Warp Psysics, a couple of other questions I have in no particular order. Tyranid: Can they fall to chaos? If not, why not. Not related but does the Hive Mind have access to prognositcation aspects of the warp? They clearly have psychers but they are generally described as channeling the psychic power of the Hive Mind it's self. Which leads to what aspects of the warp does the Hive Mind have access to. Tau: Are they all blanks or what? And if they are, how come they dont have a problem with their minon races falling to chaos? They have subjecated many lesser races and it seems hard to believe that they are "all" psychicly dead races. Oh and they include humans in their empire which leads to the question of why no demonic incursions with out a psycher purges. I have mostly seen Tau portrayed as having no idea about the true nature of the warp and its horrors. How much do they know about it? Are they surprised by Imperial Battle Psychers?
  11. The Korne supplement in Black Crusade made a passing referrence to corrupted orcs. So my question is why does the whole race not fall to corruption? They live for war and use violence as their primary problem solving method.
  12. I still have room for one more in my newly forming online group. Every other Saturday, 3 PM EST till around 8 PM EST. Message me for more details or email me at zylosan@gmail.com
  13. Perhaps you could have them NOT devore a world but instead infest and inhabit the world to prolong the suffering of the population and/or so they can worship chaos. Choas is more about corrupting the worlds it over takes rather than just killing everything. The tyranid are at their core about consumption and as such altering this drive would be the single largest aspect that could be "wrong" about them. If you only change the reason they are doing the same old thing. The players will largely see them as the same old thing, as the enemies reasons matter less than the effects of their actions. GM: oh well this hive fleet is tainted by chaos. Player: Ok, so whats it doing. GM: Mindlessly consuming every thing on the planet. Including the bunnies. Player: And this changes things how? GM: Now its doing it to be evil instad of just inhuman. Player: Well that makes all the difference than.
  14. Seems like a solid solution. Though I would probably add that engaging in stupid, or uncessary risks to earn a renown award, should net the players nothing at all. Their battle brothers are smart enought to recognize a vain-glorous renown ***** and disparage them for it.
  15. First game is saturday but still have room for one more.
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